Post by altfritz on Aug 18, 2020 13:49:12 GMT
A set of rules aimed at low-level Tekumel gaming, skirmishes and dungeon crawl sort of thing.
My goal was to reduce the rules to a single cheat sheet, front and back. I realize now that magic adds a level of complexity that will require its own cheat sheet, and I am also thinking the GM will have one to cover Monsters and other encounters. I want to make them summaries, like the old Judge's Guild "Ready Ref" sheets. Anyone remember those?
Here is the basic sheet, front and back. Originally written for 28mm figures I have modified it slightly for 54mm and above. I am currently reviewing and possibly revising the back sheet. Please advise if you see any glaring errors!
The traits roughly parallel D&D stats, but are actually the way the Tsolyani describe the Soul (as having five parts). Note that Tsolyanu is the "Empire of the Petal Throne" from the RPG of the same name, created by MAR Barker.
The traits are numbers from 1 to 10. I use D10s for most things. A roll equal or under equals success. Body (BOD) is used for physical things, Intellect (INT) for magic and other "brainy" tests, the Shadow Self (SHS) is the part of the soul that walks the astral plane or Dreamlands, the Spirit Soul (SPS) is the main part of the spirit that travels to the Isles of the Dead when one dies, and Pedhetl (PED) is that part of the soul - called "the Enemy" which encompasses emotions and psychic power. It is used to power magic. I also personally think it is linked to the fury felt by Berserkers, but I have not fully thought that out yet. If the Body dies the Intellect becomes dormant next to it; it can be be put into another body if the existing soul is forced out. The Shadow Self fades and eventually dies. Pedhelt also eventually dissipates and only the Spirit Soul goes on, travelling to the Isles of the Dead. Spirit Souls can be communicated with and also brought back, but time is a limiting factor.
In Tekumel the follower of Sarku, the Lord of Worms, sometimes seek to preserve the Intellect after death, using other bodies and moving from one body to another as time passes. Lower status worshipers are honoured to be raised and kept to serve as undead guardians, warriors or servants.
My goal was to reduce the rules to a single cheat sheet, front and back. I realize now that magic adds a level of complexity that will require its own cheat sheet, and I am also thinking the GM will have one to cover Monsters and other encounters. I want to make them summaries, like the old Judge's Guild "Ready Ref" sheets. Anyone remember those?
Here is the basic sheet, front and back. Originally written for 28mm figures I have modified it slightly for 54mm and above. I am currently reviewing and possibly revising the back sheet. Please advise if you see any glaring errors!
The traits roughly parallel D&D stats, but are actually the way the Tsolyani describe the Soul (as having five parts). Note that Tsolyanu is the "Empire of the Petal Throne" from the RPG of the same name, created by MAR Barker.
The traits are numbers from 1 to 10. I use D10s for most things. A roll equal or under equals success. Body (BOD) is used for physical things, Intellect (INT) for magic and other "brainy" tests, the Shadow Self (SHS) is the part of the soul that walks the astral plane or Dreamlands, the Spirit Soul (SPS) is the main part of the spirit that travels to the Isles of the Dead when one dies, and Pedhetl (PED) is that part of the soul - called "the Enemy" which encompasses emotions and psychic power. It is used to power magic. I also personally think it is linked to the fury felt by Berserkers, but I have not fully thought that out yet. If the Body dies the Intellect becomes dormant next to it; it can be be put into another body if the existing soul is forced out. The Shadow Self fades and eventually dies. Pedhelt also eventually dissipates and only the Spirit Soul goes on, travelling to the Isles of the Dead. Spirit Souls can be communicated with and also brought back, but time is a limiting factor.
In Tekumel the follower of Sarku, the Lord of Worms, sometimes seek to preserve the Intellect after death, using other bodies and moving from one body to another as time passes. Lower status worshipers are honoured to be raised and kept to serve as undead guardians, warriors or servants.